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import Math.Vector3 (..)
import Math.Matrix4 (..)
import Graphics.WebGL (..)
-- Create a mesh with two triangles
type Vertex = { position:Vec3, color:Vec3 }
mesh : [Triangle Vertex]
mesh = [ ( Vertex (vec3 0 0 0) (vec3 1 0 0)
, Vertex (vec3 1 1 0) (vec3 0 1 0)
, Vertex (vec3 1 -1 0) (vec3 0 0 1)
)
]
-- Create the scene
main : Signal Element
main = scene <~ foldp (+) 0 (fps 30)
scene : Float -> Element
scene t =
webgl (400,400)
[ entity vertexShader fragmentShader mesh { view = view (t / 1000) } ]
view : Float -> Mat4
view t =
mul (makePerspective 45 1 0.01 100)
(makeLookAt (vec3 (4 * cos t) 0 (4 * sin t)) (vec3 0 0 0) (vec3 0 1 0))
-- Shaders
vertexShader : Shader { attr | position:Vec3, color:Vec3 } { unif | view:Mat4 } { vcolor:Vec3 }
vertexShader = [glsl|
attribute vec3 position;
attribute vec3 color;
uniform mat4 view;
varying vec3 vcolor;
void main () {
gl_Position = view * vec4(position, 1.0);
vcolor = color;
}
|]
fragmentShader : Shader {} u { vcolor:Vec3 }
fragmentShader = [glsl|
precision mediump float;
varying vec3 vcolor;
void main () {
gl_FragColor = vec4(vcolor, 1.0);
}
|]
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